#textdomain wesnoth
[binary_path]
path=data/campaigns/Under_the_Burning_Suns
[/binary_path]
[binary_path]
path=data/campaigns/The_Rise_Of_Wesnoth
[/binary_path]
[+units]
#ifhave campaigns/Under_the_Burning_Suns/units/units.cfg
{campaigns/Under_the_Burning_Suns/utils/kaleh-abilities.cfg}
{campaigns/Under_the_Burning_Suns/units/units.cfg}
{campaigns/Under_the_Burning_Suns/units/elves/Kaleh.cfg}
#endif
[/units]
[test]
name="Test scenario"
map_data="Mm, Mm, Mm, Mm, Mm^Xm, Mm^Xm, Mm^Xm, Gg, Ww, Gg, Dd, Gg, Aa, Gg, Aa, Gg, Hh, Gg, Mm, Gg, Uu, Gg, Wo, Wo, Ch, Wo, Wo, Wo, Gg, Wo, Wo, Wo, Md, Wo, Wo, Wo, Rd, Wo, Wo
Mm, Mm, Mm, Mm, Mm^Xm, Mm^Xm, Mm^Xm, Gg^Vl, Ww^Vm, Gg, Dd^Vda, Gg, Aa^Vea, Aa^Vla, Aa^Vha, Gg, Hh^Vhh, Gg, Mm^Vhh, Gg, Uu^Vu, Gg, Wo, Wo, Ch, Wo, Wo, Wo, Gg^Fet, Wo, Wo, Wo, Md, Wo, Wo, Wo, Rd^Vov, 3 Wo, Wo
Mm, Mm, Mm, Mm, Mm, Mm^Xm, Gg, Gg, Gg, Uu^Vud, Gg, Dd^Vdt, Gg, Gg^Ve, Gg, Gg^Vh, Gg^Vo, Ha^Vhha, Gg, Gs^Vht, Wo, Wo, Cud, Ch, Wo, Wo, Ds, Gg, Wo, Wo^Fet, Hd^Fet, Md^Fet, Wo^Fet, Wo, Re^Kov, Rd^Cov, Wo, Wo, Wo
Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Ch, Gg, Gg, Gg, Gg, Gg, Gg^Vo, Gg^Vo, Gg^Em, Ss^Vhs, Gg, Cud, Wo, Wo, Dd, Ds, Wo, Wo, Ha, Hd, Wo, Wo, Ql^Fet, Re^Fet, Wo, Wo, Uu^Fp, Uu, Uu
Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, 1 Kh, Ch, Ww, Gg, Gg, Mm^Vhh, Gg, Gg, Gg, Gg, Gg^Es, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Dd, Wo, Wo, Gs, Ha, Wo, Wo, Mm, Ql, Wo, Wo, Uh^Fp, Uh^Fp, Wo^Fp, Wo^Fp, Wo
Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Em, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Wo, Gs, Gs, Gg^Vh, Ww, Ww^Fp, Mm, Ww, Wo, Rr, Rr, Wo^Fp, Wo^Fp, Gg^Fp, Gg^Fp, Gg
Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg^Em, Gg, Gg, Gg, Rr, Gg, Rr, Rr, Rr, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg^Vh, Rr, Gg, Ww^Fp, Ww^Fp, Hh^Fp, Hh^Ft, Hh^Ft, Wo, Wo, Wo, Gg^Fp, Wo, Gg, Gg
Mm, Mm, Gg, Gg, Gg^Es, Gg, Gg, Gg^Ve, Gg, Gg^Ve, Gg, Gg, Gg, Gg, Gg, Gg, Rr, Gg, Rr, Gg^Efm, Gg, Gg, Gg^Efm, Gg^Em, Gg^Em, Gg, Gg^Fdw, Ww^Fdw, Ww^Fp, Ww^Fp, Ww^Ft, Gg^Ft, Wo, Mm^Xm, Wo, Gg, Wo, Ha, Ha
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs, Gg, Gg, Rr, Gg^Em, Gg, Gg^Efm, Gg, Gg^Efm, Gg^Efm, Gg, Gg, Gg^Es, Gg^Fdw, Aa^Fdw, Gg^Fp, Gg, Gg, Wo, Mm^Xm, Wo, Gg, Wo, Ha, Ha
Gg, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gs, Gg, Gs, Gg, Gs, Gg, Gg, Re, Gg^Efm, Gg^Efm, Gg^Efm, Gg, Gg^Efm, Gg^Efm, Gg, Gg, Gg^Em, Aa^Fdw, Aa^Fdw, Gg, Gg, Wo, Aa, Wo, Gg, Wo, Hh, Hh
Gg, Gg, Gg, Gg, Gs^Ft, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Es, Gs, Gs, Gs, Gg, Re, Gg^Efm, Re, Gg^Efm, Gg, Gg, Gg, Gg, Gg^Em, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Aa, Wo, Md, Wo, Hh, Hh
Gg, Gg, Dd^Do, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gs^Es, Gg, Gg, Rd, Gg, Gg^Es, Re, Re, Re, Gg^Efm, Gg, Ch, Ch, Ch, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Ai, Wo, Md, Wo, Ss^Bw|, Ss^Bw|
Gg, Gg, Gg, Gg, Gg^Fet, Gg, Gg, Gg, Gs^Fpa, Ds^Fp, Gs^Fp, Gg, Gg, Rd, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg, Gg, Gg, Ww, Gg, Wo, Gg, Wo, Ai, Wo, Mm, Wo, Ss, Ss
Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Re^Fp, Gg^Fet, Gg^Fp, Ss^Vm, Gg, Rd, Rd, Rd, Gg, Re, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo^Bw\, Wo^Bw/, Wo^Bw|, Ww, Gg, Wo, Dd, Wo, Mm, Wo, Ss, Ss
Xu, Xu, Xu, Ce, Ce, Ke, Ce, Gg, Gg, Re^Fp, Gg^Ve, Gg^Vh, Gg, Gg, Gg, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss^Bw/, Ww, Ss^Bw|, Ss^Bw\, Gg, Wo, Dd, Wo, Qxu, Wo, Rr, Rr
Xu, Xu, Uu^Uf, Xu, Ce, Ce, Xu, Gg, Uh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ke, Ce, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss^Bw\, Wo, Ds, Wo, Qxu, Wo, Rr, Rr
Xu, Xu, Uu^Uf, Xu, Xu, Xu, Xu, Xu, Uu, Gg, Uh, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss, Gg, Gg, 2 Kh, Gg, Gg, Wo, Ds, Wo, Rd, Wo, Uh, Uh
Xu, Xu, Qxu, Qxu, Cud, Xu, Uu, Uu^Ii, Uu^Vu, Gg, Xu, Gg, Gg, Gg, Gg^Ve, Gg, Ch, Gg, Gg, Chr, Chr, Gg, Chw, Ww, Gg, Chs, Chs, Gg, Cud, Gg, Gg, Gg, Wo, Gs, Wo, Rd, Wo, Uh, Uh
Xu, Xu, Xu, Qxu, Ql, Cud, Uh, Uu^Vu, Uu^Uf, Xu, Ql, Gg^Ve, Xu, Gg, Gg, Gg, Kh, Ch, Gg, Khr, Gg, Gg, Khw, Chw, Gg, Khs, Gg, Gg, Kud, Cud, Ww^Bw/, Ww^Bw/, Wo, Gs, Wo, Re, Wo, Uu, Uu
Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Gg, Wo, Re, Wo, Uu, Uu
Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Gg, Wo, Re, Wo, Uu, Uu"
turns=-1
id=test
{DAWN}
{MORNING}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{SECOND_WATCH}
current_time=3
victory_music="loyalists.ogg,underground.ogg,revelation.ogg"
defeat_music="sad.ogg"
[side]
no_leader=yes
[leader]
name= "Kaleh"
type=Kaleh
variation=Youth
[modifications]
[object]
[effect]
apply_to=image_mod
add="BLEND(255,0,255,25%)"
[/effect]
[/object]
[/modifications]
random_gender=yes
id="test"
max_hitpoints=90
experience=99
alignment=liminal
[/leader]
side=1
controller=human
recruit="Ghost,Troll Whelp,Assassin,Elvish Hero,Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman,Red Mage,Spearman,Swordsman,Duelist,Fencer,Elvish Captain,Elvish Ranger,Elvish Shyde,Thief,Rogue,White Mage,Mage of Light,Elvish Sharpshooter,Silver Mage,Vampire Bat,Blood Bat,Dread Bat,Soulless,Walking Corpse,Fire Dragon"
gold=2000
village_support=5
team_name="1"
shroud=yes
recall_cost=42
[village]
x,y=9,7
[/village]
[village]
x,y=7,7
[/village]
[unit]
alignment=lawful
x,y=8,11
type=Elvish Outrider
max_hitpoints=12000
hitpoints=12000
max_experience=9999
experience=9000
max_moves=120
vision=12
jamming=5
level=10
name= "UI testing Outrider called Isor"
[status]
#dehydrated=yes
#entangled=yes
poisoned=yes
#entangled=yes
slowed=yes
[/status]
[+modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
{TRAIT_DEXTROUS}
[object]
silent=yes
[effect]
apply_to=remove_attacks
[/effect]
[effect]
apply_to=new_attack
name=sword
#textdomain wesnoth-units
description=_"sword"
#textdomain wesnoth
icon=attacks/greatsword-elven.png
type=blade
[specials]
[drains]
id=life_vortex
name="Life Vortex"
description="Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
value=0
add=100
apply_to=both
[/drains]
[heal_on_hit]
id=entropy
name="Entropy"
description="Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
[filter_opponent]
[not]
status=not_living
[/not]
[/filter_opponent]
sub=4
apply_to=both
[/heal_on_hit]
[/specials]
range=melee
damage=9
number=5
[/effect]
[effect]
apply_to=new_attack
name=bow
#textdomain wesnoth-units
description=_"bow"
#textdomain wesnoth
icon=attacks/bow-elven.png
type=pierce
[specials]
[drains]
id=empathic_weapon
name="Empathic Weapon"
description="All damage dealt by this attack to a living target is dealt to the user as well"
multiply=-2
[/drains]
[heal_on_hit]
id=rejuvenating_weapon
name="Rejuvenating Weapon (10)"
description="Each successful strike with this weapon heals the user for 10 HP"
value=10
[/heal_on_hit]
[/specials]
range=ranged
damage=9
number=3
[/effect]
[effect]
apply_to=new_attack
name=longbow
#textdomain wesnoth-units
description=_"longbow"
#textdomain wesnoth
icon=attacks/bow-elven-magic.png
type=pierce
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[drains]
id=drains
name="drains 20%"
description="This unit drains health from living units, healing itself for 20% of the amount of damage it deals (rounded down)."
value=20
[/drains]
[heal_on_hit]
id=drains
name="sacrifice 5"
description="Each successful attack costs this unit 5 HP."
sub=5
[/heal_on_hit]
[/specials]
range=ranged
damage=10
number=5
[/effect]
[effect]
apply_to=new_attack
name=life bomb
description="life bomb"
type=impact
[specials]
[heal_on_hit]
id=drains
name="life copy 20"
description="When this attack hits a living unit, the user is healed for 20 HP."
[filter_opponent]
[not]
status=not_living
[/not]
[/filter_opponent]
value=20
[/heal_on_hit]
[/specials]
damage=3
number=2
range=ranged
[/effect]
[/object]
[/modifications]
[abilities]
{ABILITY_SKIRMISHER}
{ABILITY_ILLUMINATES}
[/abilities]
[/unit]
[unit]
x,y=9,7
type="Silver Mage"
generate_name=yes
[/unit]
[unit]
x,y=4,8
type="Elvish Avenger"
id=statue
generate_name=yes
hitpoints=4
vision=15
ellipse=none
[status]
petrified=yes
[/status]
overlays="wesnoth-icon.png~CROP(10,10,20,20)"
[/unit]
[unit]
x,y=14,6
type=Footpad
generate_name=yes
[modifications]
[trait]
id=feral
availability="musthave"
male_name="feral"
female_name="female^feral"
description="Receive at most 40% defense in villages"
[effect]
apply_to=defense
replace=yes
[defense]
village=-60
[/defense]
[/effect]
[/trait]
[trait]
id=overpowered
name="overpowered"
availability=musthave
[effect]
apply_to=attack
increase_attacks=1
increase_damage=1
[/effect]
[/trait]
[/modifications]
[/unit]
[unit]
x,y=12,8
type="Thief"
generate_name=yes
hitpoints=9
[status]
poisoned=yes
entangled=yes
[/status]
[/unit]
[unit]
# Unhealable unit
x,y=9,8
type="Peasant_unhealable"
name="Unhealable"
image_icon="misc/key.png"
generate_name=yes
[status]
unhealable=yes
[/status]
[/unit]
[unit]
# A unit without a portrait.
x,y=18,9
type="Wolf Rider"
generate_name=yes
[/unit]
[unit]
x,y=17,10
type="Elvish Druid"
generate_name=yes
[/unit]
[unit]
# A unit with an old small portrait.
x,y=19,10
type="Thief"
generate_name=yes
[/unit]
[unit]
x,y=17,11
type="Elvish Shyde"
profile="portraits/elves/shyde.png~BLIT(items/gold-coins-large.png)"
generate_name=yes
[/unit]
[unit]
# A unit whose portrait is only shown on the right side.
x,y=18,11
type="White Mage"
gender="female"
generate_name=yes
[/unit]
[unit]
# A unit with a cold attack
x,y=19,11
type="Dark Adept"
generate_name=yes
[modifications]
[object]
silent=yes
[effect]
apply_to=halo
halo=halo/darkens-aura.png
[/effect]
[effect]
apply_to=new_ability
[abilities]
[illuminates]
id=illumination
value=-25
min_value=-25
cumulative=no
name= "darkens"
female_name= "female^darkens"
description= "darkens and stuff"
affect_self=yes
[/illuminates]
[/abilities]
[/effect]
[effect]
apply_to=attack
name=chill wave
increase_attacks=12
[set_specials]
mode=append
[heal_on_hit]
id=sacrifice
name="Sacrifice"
description="This unit sacrifices its own life in order to make more attacks."
value=-5
[/heal_on_hit]
[/set_specials]
[/effect]
[effect]
apply_to=attack
name=shadow wave
increase_attacks=18
[set_specials]
mode=append
[heal_on_hit]
id=sacrifice
name="Greater Sacrifice"
description="This unit sacrifices its own life in order to make more attacks."
value=-6
[/heal_on_hit]
[/set_specials]
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
# Drain tester
x,y=20,7
type="Elvish Champion"
generate_name=yes
{IS_HERO}
[modifications]
[object]
silent=yes
[effect]
apply_to=remove_attacks
[/effect]
[effect]
apply_to=new_attack
name=sword
#textdomain wesnoth-units
description=_"sword"
#textdomain wesnoth
icon=attacks/greatsword-elven.png
type=blade
[specials]
[drains]
id=life_vortex
name="Life Vortex"
description="Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
value=0
add=100
apply_to=both
[/drains]
[heal_on_hit]
id=entropy
name="Entropy"
description="Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
[filter_opponent]
[not]
status=not_living
[/not]
[/filter_opponent]
sub=4
apply_to=both
[/heal_on_hit]
[/specials]
range=melee
damage=9
number=5
[/effect]
[effect]
apply_to=new_attack
name=bow
#textdomain wesnoth-units
description=_"bow"
#textdomain wesnoth
icon=attacks/bow-elven.png
type=pierce
[specials]
[drains]
id=empathic_weapon
name="Empathic Weapon"
description="All damage dealt by this attack to a living target is dealt to the user as well"
multiply=-2
[/drains]
[heal_on_hit]
id=rejuvenating_weapon
name="Rejuvenating Weapon (10)"
description="Each successful strike with this weapon heals the user for 10 HP"
value=10
[/heal_on_hit]
[/specials]
range=ranged
damage=9
number=3
[/effect]
[effect]
apply_to=new_attack
name=longbow
#textdomain wesnoth-units
description=_"longbow"
#textdomain wesnoth
icon=attacks/bow-elven-magic.png
type=pierce
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[drains]
id=drains
name="drains 20%"
description="This unit drains health from living units, healing itself for 20% of the amount of damage it deals (rounded down)."
value=20
[/drains]
[heal_on_hit]
id=drains
name="sacrifice 5"
description="Each successful attack costs this unit 5 HP."
sub=5
[/heal_on_hit]
[/specials]
range=ranged
damage=10
number=5
[/effect]
[effect]
apply_to=new_attack
name=life bomb
description="life bomb"
type=impact
[specials]
[heal_on_hit]
id=drains
name="life copy 20"
description="When this attack hits a living unit, the user is healed for 20 HP."
[filter_opponent]
[not]
status=not_living
[/not]
[/filter_opponent]
value=20
[/heal_on_hit]
[/specials]
damage=3
number=2
range=ranged
[/effect]
[/object]
[/modifications]
[/unit]
[/side]
[label]
x,y=20,12
text="Enhance Vision"
tooltip="Set the unit's vision to 15."
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=20,12
[/filter]
[message]
speaker=unit
message="Now my Vision value is 15 and I can see 16 hex fields wide."
[/message]
[modify_unit]
[filter]
x,y=20,12
[/filter]
vision=15
[/modify_unit]
[/event]
[label]
x,y=18,7
text="Hero or not?"
tooltip="Toggle the hero status."
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=18,7
[/filter]
[if]
[variable]
name=unit.ellipse
equals="misc/ellipse-hero"
[/variable]
[then]
[message]
speaker=unit
message="I am no longer a hero!"
[/message]
{UNMAKE_HERO $unit.id}
[/then]
[else]
[message]
speaker=unit
message="I am now a hero!"
[/message]
{MAKE_HERO $unit.id}
[/else]
[/if]
[/event]
[label]
x,y=14,10
text="Vision Test"
tooltip="Visibility Check of (8,15)"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=14,10
[/filter]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="Checking visibility of (8,15)..."
[/message]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
respect_fog=no
[/filter_vision]
[/have_location]
[then]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
visible=no
respect_fog=no
[/filter_vision]
[/have_location]
[then]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="HORRORS FILTERS ARE ALL TRUE!"
[/message]
[/then]
[else]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="You can see it, can't you?"
[/message]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
[/filter_vision]
[/have_location]
[then]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
visible=no
[/filter_vision]
[/have_location]
[then]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="HORRORS FILTERS ARE ALL TRUE!"
[/message]
[/then]
[else]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="Clear sailing!"
[/message]
[/else]
[/if]
[/then]
[else]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
visible=no
[/filter_vision]
[/have_location]
[then]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="But the fog, it blinds you!"
[/message]
[/then]
[else]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="HORRORS FILTERS ARE ALL FALSE!"
[/message]
[/else]
[/if]
[/else]
[/if]
[/else]
[/if]
[/then]
[else]
[if]
[have_location]
x,y=8,15
[filter_vision]
side=1
visible=no
[/filter_vision]
[/have_location]
[then]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="It is invisible!"
[/message]
[/then]
[else]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="HORRORS FILTERS ARE ALL FALSE!"
[/message]
[/else]
[/if]
[/else]
[/if]
[/event]
[event]
name=attack
[filter]
type="Elvish Shyde"
[/filter]
{MODIFY_UNIT (id=$second_unit.id) side 1}
[/event]
[event]
name=prestart
{VARIABLE teleports_on no}
[/event]
[label]
x,y=20,13
text="Teleport switch"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=20,13
[/filter]
[if]
[variable]
name=teleports_on
boolean_equals=no
[/variable]
[then]
[tunnel]
id="one"
bidirectional=yes
always_visible=yes
[source]
x=8
y=6
[/source]
[target]
x=20
y=12
[/target]
[filter]
[/filter]
[/tunnel]
[tunnel]
id="two"
bidirectional=no
[source]
x=20
y=14
[/source]
[target]
x=21
y=4
[/target]
[filter]
[/filter]
[/tunnel]
{VARIABLE teleports_on yes}
[message]
speaker=narrator
icon=wesnoth-icon.png
message="Teleporters activated"
[/message]
[/then]
[else]
[tunnel]
id="one,two"
remove=yes
[/tunnel]
{VARIABLE teleports_on no}
[message]
speaker=narrator
icon=wesnoth-icon.png
message="Teleporters deactivated"
[/message]
[/else]
[/if]
[/event]
[side]
type=Orcish Warlord
id="Urug-Telfar"
side=2
controller=ai
canrecruit=yes
recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter"
gold=40
income=10
team_name="2"
[leader]
type=Orcish Warlord
id="Asir-Ulrug"
x=28
y=18
[/leader]
[unit]
x,y=12,13
type="Orcish Archer"
generate_name=yes
jamming=5
[/unit]
[unit]
x,y=10,7
type="Orcish Archer"
generate_name=yes
[/unit]
[unit]
x,y=18,12
type="Ghost"
name="Steadfast tester"
[modifications]
[object]
silent=yes
[effect]
apply_to=new_ability
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[/effect]
[/object]
[/modifications]
[/unit]
[village]
x,y=26,5
[/village]
[unit]
x,y=24,7
type="Silver Mage"
name= "Hidden Teleporter"
[/unit]
[unit]
x,y=18,10
type="Soulless"
[modifications]
[object]
silent=yes
[effect]
apply_to=attack
increase_damage=50
[/effect]
[effect]
apply_to=hitpoints
increase_total=30
[/effect]
[effect]
apply_to=defense
replace=yes
[defense]
flat=10
[/defense]
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
x,y=20,5
type="Ancient Wose"
id="rithrandil"
name="Rithrandil"
profile="portraits/rithrandil.png"
[modifications]
[object]
[effect]
apply_to=movement
set=0
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
# Drain tester (for undead and default drain)
x,y=21,7
type="Lich"
generate_name=yes
[/unit]
[unit]
# Drain tester
x,y=21,8
type="Elvish Sharpshooter"
generate_name=yes
[modifications]
[object]
silent=yes
[effect]
apply_to=attack
name=sword
[set_specials]
mode=append
[heal_on_hit]
id=fiery
name="fiery 4"
name_inactive="fiery 4"
description="A successful hit against this unit costs the opponent 4 HP."
description_inactive="A successful hit against this unit costs the opponent 4 HP."
sub=4
apply_to=opponent
[/heal_on_hit]
[/set_specials]
[/effect]
[effect]
apply_to=new_attack
name=lifebow
description="lifebow"
icon=attacks/bow-elven-magic.png
type=pierce
[specials]
{WEAPON_SPECIAL_MARKSMAN}
[drains]
id=drains
name="drains 100%"
description="This unit drains health from living units, healing itself for 100% of the amount of damage it deals (rounded down)."
value=100
[/drains]
[/specials]
range=ranged
damage=4
number=5
[/effect]
[/object]
[/modifications]
[/unit]
[/side]
[side]
side=3
controller=ai
team_name="1,2"
type="Gryphon Master"
name="Friendly Explorer"
canrecruit=yes
fog=yes
shroud=yes
share_maps=no
share_view=no
[/side]
[event]
name=turn refresh
first_time_only=no
[if]
[variable]
name=side_number
equals=3
[/variable]
[then]
# This is to work around a broken idle_ai (it moves)
[end_turn]
[/end_turn]
[/then]
[/if]
[/event]
[label]
x,y=1,1
text="Explore the map"
[/label]
[event]
name=moveto
[filter]
side=1
[filter_adjacent]
id=rithrandil
[/filter_adjacent]
[/filter]
[message]
id=rithrandil
message="Hello there"
[/message]
[/event]
#ifdef DEBUG_MODE
[event]
name=select
first_time_only=no
[filter]
type="Wolf Rider"
[/filter]
[message]
speaker=narrator
icon=wesnoth-icon.png
message="Select event triggered on Wolf Rider"
[/message]
[/event]
#endif
#ifhave ~add-ons/Wesnoth_Lua_Pack/_main.cfg
{~add-ons/Wesnoth_Lua_Pack/utils.cfg}
{WLP_QUICK_DEBUG}
#endif
[label]
x,y=14,7
text="Custom dialog"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=14,7
[/filter]
[lua]
code=<<
local types = { "Ancient Lich", "Ancient Wose", "Elvish Avenger" }
local x = a > b -- Just a dummy line added to show that > doesn't mess up the parsing!
local result = wesnoth.synchronize_choice(function()
-- Human choice
local helper = wesnoth.require "lua/helper.lua"
local T = helper.set_wml_tag_metatable {}
local _ = wesnoth.textdomain "wesnoth"
local dialog = {
T.helptip { id = "helptip_large" },
T.tooltip { id = "tooltip_large" },
T.grid { T.row {
T.column { T.grid {
T.row { T.column { horizontal_grow = true, T.listbox { id = "the_list",
T.list_definition { T.row { T.column { horizontal_grow = true,
T.toggle_panel { T.grid { T.row {
T.column { horizontal_alignment = "left", T.label { id = "the_label" } },
T.column { T.image { id = "the_icon" } }
} } }
} } }
} } },
T.row { T.column { T.grid { T.row {
T.column { T.button { id = "ok", label = _"OK" } },
T.column { T.button { id = "cancel", label = _"Cancel" } }
} } } },
T.row { T.column {
T.toggle_button { id = "flip", label = "Flip" }
} }
} },
T.column { T.image { id = "the_image" } }
} }
}
local function preshow()
local function select()
local i = wesnoth.get_dialog_value "the_list"
local ut = wesnoth.unit_types[types[i]].__cfg
local profile = string.gsub(ut.profile, "([^/]+)$", "transparent/%1")
if wesnoth.get_dialog_value "flip" then profile = profile .. "~FL()" end
wesnoth.set_dialog_value(profile, "the_image")
end
wesnoth.set_dialog_callback(select, "the_list")
wesnoth.set_dialog_callback(select, "flip")
for i,v in ipairs(types) do
local ut = wesnoth.unit_types[v].__cfg
wesnoth.set_dialog_value(ut.name, "the_list", i, "the_label")
wesnoth.set_dialog_value(ut.image, "the_list", i, "the_icon")
end
wesnoth.set_dialog_value(2, "the_list")
select()
wesnoth.set_dialog_canvas(2, {
T.rectangle { x = 20, y = 20, w = 20, h = 20, fill_color= "0,0,255,255" },
T.rectangle { x = 30, y = 30, w = 20, h = 20, fill_color = "255,0,0,255" }
})
end
local li = 0
local r = wesnoth.show_dialog(dialog, preshow, function ()
li = wesnoth.get_dialog_value "the_list"
end)
return { button = r, list_item = li }
end, function()
-- AI choice
return { button = -1, list_item = math.random(#types) }
end)
if result.button == -1 then
local ev = wesnoth.current.event_context
wesnoth.transform_unit(wesnoth.get_units{x=ev.x1, y=ev.y1}[1], types[result.list_item])
wesnoth.fire("redraw", {})
end
>>
[/lua]
[/event]
[label]
x,y=3,2
text="objectives test"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=3,2
[/filter]
[lua]
code=<<
local obj_note = string.rep("w", 5000)
wesnoth.wml_actions.objectives({ note = obj_note })
>>
[/lua]
[/event]
[event]
name=moveto
[filter]
x,y=1,1
[/filter]
[modify_side]
side=3
share_maps=yes
[/modify_side]
[message]
speaker=unit
message="We should now be sharing maps with side 3!"
[/message]
[label]
x,y=1,1
text="Rename our kind friends"
[/label]
[event]
name=moveto
[filter]
x,y=1,1
[/filter]
[modify_side]
side=3
user_team_name="Neutral"
[/modify_side]
[message]
side=3
message="That’s right! We’re neutral!"
[/message]
[label]
x,y=1,1
text=""
[/label]
[/event]
[/event]
[event]
name=preload
first_time_only=no
[lua]
code=<<
local wml_actions = wesnoth.wml_actions
function wml_actions.my_lua_action(t)
wesnoth.fire("label", { text =
string.format("Lua says:\n%d units and %d gold on side %d",
#wesnoth.get_units { side = t.on_side },
wesnoth.sides[t.on_side].gold,
t.on_side),
x = t.x, y = t.y })
end
function wml_actions.check_substitution(t)
wesnoth.set_variable("substitution_variable", 1)
if t.value ~= "Number 2" then
wesnoth.message("Substitution is not delayed! " .. tostring(t.value))
end
end
local function get_child(cfg, name)
for i = 1, #cfg do
local v = cfg[i]
if v[1] == name then return v[2] end
end
end
function has_teleport(u)
return wesnoth.unit_ability(u, "teleport")
end
local old_unit_status = wesnoth.theme_items.unit_status
function wesnoth.theme_items.unit_status()
local u = wesnoth.get_displayed_unit()
if not u then return {} end
local s = old_unit_status()
if u.status.entangled then
table.insert(s, { "element", {
image = "misc/key.png",
tooltip = "entangled: This unit is entangled. It cannot move but it can still attack."
} })
end
return s
end
>>
[/lua]
[/event]
[event]
name=turn refresh
first_time_only=no
[lua]
code=<<
for i,u in ipairs(wesnoth.get_units()) do
if u.status.entangled then
u.moves = 0
end
end
>>
[/lua]
[/event]
[event]
name=prestart
[lua]
code=<<
local args = ...
local team = wesnoth.sides[args.side];
team.gold = team.gold + args.gold;
>>
[args]
side=1
gold=-1900
[/args]
[/lua]
[modify_unit]
[filter]
x,y=14,6
[/filter]
[object]
[effect]
apply_to=image_mod
add="PAL(FFDC02,EA9752,C4793A,C35029,6B2C29,A34C29,D5561F,343424,353624,BF5746 > BCBCBC,7D7D7D,5E5E5E,434343,232323,3B3B3B,494949,232323,232323,484848)"
[/effect]
[effect]
apply_to=image_mod
add="B(50)~R(-50)"
[/effect]
[/object]
[object]
[effect]
apply_to=new_attack
name=lightning
description="lightning"
icon=attacks/lightning.png
# Testcase for custom attack types and ranges
type=electrical
range=very_long
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=4
[/effect]
[/object]
[/modify_unit]
[music]
name="traveling_minstrels.ogg"
ms_before=12000
[/music]
[set_menu_item]
description="Calculate unit worth"
id=test98
[show_if]
[have_unit]
x=$x1
y=$y1
[/have_unit]
[/show_if]
[command]
[unit_worth]
x=$x1
y=$y1
[/unit_worth]
[message]
x,y=$x1,$y1
message="I seem to be worth $unit_worth| gold!
This is based on the following facts:
I cost $cost gold and am at $health|% health.
My best advancement costs $next_cost gold and I’m $experience|% there."
[/message]
[/command]
[/set_menu_item]
[set_menu_item]
description="Lua"
id=test99
[filter_location]
[filter]
type=Kaleh
[/filter]
[/filter_location]
[command]
[message]
speaker=narrator
message="Enter Lua code"
[text_input]
variable=code
[/text_input]
[/message]
[set_variables]
name=tag
mode=replace
[value]
code=$code
[/value]
[/set_variables]
[insert_tag]
name=lua
variable=tag
[/insert_tag]
[/command]
[/set_menu_item]
[set_menu_item]
description="Show movement range"
id=show_movement_range
[filter_location]
[filter]
[/filter]
[/filter_location]
[command]
[store_reachable_locations]
[filter]
x,y=$x1,$y1
[/filter]
variable=unit_reach
[/store_reachable_locations]
{FOREACH unit_reach i}
[item]
x,y=$unit_reach[$i].x,$unit_reach[$i].y
image=misc/waypoint.png
[/item]
{NEXT i}
[event]
name=select,side turn,moveto
{FOREACH unit_reach i}
[remove_item]
x,y=$unit_reach[$i].x,$unit_reach[$i].y
image="misc/waypoint.png"
[/remove_item]
{NEXT i}
[redraw]
[/redraw]
{CLEAR_VARIABLE unit_reach}
[/event]
[/command]
[/set_menu_item]
[set_menu_item]
description="Show attack range"
id=show_attack_range
[filter_location]
[filter]
[/filter]
[/filter_location]
[command]
[store_reachable_locations]
[filter]
x,y=$x1,$y1
[/filter]
range=attack
variable=unit_reach
[/store_reachable_locations]
[lua]
code=<<
local location_set = wesnoth.require 'lua/location_set.lua'
local items = wesnoth.require 'lua/wml/items.lua'
local locs = location_set.of_wml_var 'unit_reach'
locs:iter(function(x, y)
items.place_image(x, y, 'misc/waypoint.png~CS(255,-127,-127)')
end)
>>
[/lua]
[event]
name=select,side turn,moveto
{FOREACH unit_reach i}
[remove_item]
x,y=$unit_reach[$i].x,$unit_reach[$i].y
image="misc/waypoint.png~CS(255,-127,-127)"
[/remove_item]
{NEXT i}
[redraw]
[/redraw]
{CLEAR_VARIABLE unit_reach}
[/event]
[/command]
[/set_menu_item]
[set_menu_item]
description="Reload and execute Lua code"
id=reload_and_execute_lua_code
# This command expects a (custom) file data/lua/code.lua of the form
#
# local code = {}
# function code.main()
# wesnoth.message("hello world")
# end
# return code
#
# The file is not in the repository to allow adding custom stuff to it.
[command]
[lua]
code=<< wesnoth.dofile("lua/code.lua").main() >>
[/lua]
[/command]
[/set_menu_item]
[/event]
[event]
name=prerecruit
[message]
speaker=narrator
message= "testing prerecruit"
image=wesnoth-icon.png
[/message]
[/event]
[event]
name=prestart
[gold]
side=1
amount=42
[/gold]
[/event]
[event]
name=start
[gold]
side=1
amount=1000
[/gold]
[lua]
code = <<
wesnoth.set_village_owner(20, 1, 1)
local u = wesnoth.get_units({ lua_function = "has_teleport" })[1]
local t, c = wesnoth.find_path(u, 23, 7)
for i,l in ipairs(t) do
wesnoth.fire("item",
{ x = l[1], y = l[2], image = "items/buckler.png" })
end
wesnoth.fire("label",
{ x = 23, y = 7, text = string.format("Move cost: %d", c) })
>>
[/lua]
[/event]
[event]
name=test1
first_time_only=no
[select_unit]
type=Elvish Avenger
fire_event=yes
[/select_unit]
[/event]
[event]
name=select
first_time_only=no
[filter]
type=Elvish Avenger
[filter_wml]
[status]
petrified=yes
[/status]
[/filter_wml]
[/filter]
[message]
speaker=unit
message="Oh hi"
[/message]
[/event]
[event]
name=prestart
[time_area]
id=cave
{UNDERGROUND}
terrain=U*^*,Q*,Xu,Kud,Cud
x= 0-14
y=13-20
[/time_area]
[label]
x,y=8,11
text="Filter Area"
tooltip="Test filtering areas
<b>filter</b> with area=test_area
<span color='#bcb088'><b>x,y=8,11</b></span>"
[/label]
[time_area]
x,y=8,11
id=test_area
{DEFAULT_SCHEDULE_24H}
current_time=13
[/time_area]
[/event]
[event]
name=prestart
[sound_source]
id=birds
sounds=ambient/birds1.ogg,ambient/birds2.ogg,ambient/birds3.ogg
delay=0
chance=100
check_fogged=true
loop=-1
x=21
y=5
full_range=3
fade_range=5
[/sound_source]
[/event]
[event]
name="new turn"
first_time_only=no
[my_lua_action]
on_side=1
x,y=13,3
[/my_lua_action]
[/event]
[event]
name="new turn"
[set_variable]
name=substitution_variable
value=0
[/set_variable]
[check_substitution]
value="Number $($substitution_variable*2)"
[/check_substitution]
[/event]
[label]
x,y=4,3
text="randomness"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=4,3
[/filter]
{VARIABLE_OP minus_one rand -1..-1}
{VARIABLE_OP zero rand 0..0}
{VARIABLE_OP bool rand 0..1}
{VARIABLE_OP one rand 1..1}
{VARIABLE_OP below_ten rand 0..9}
{VARIABLE_OP ascii rand one,two,three}
{VARIABLE_OP mixed rand 0..3,one,two,three,4..9,zero}
[message]
speaker=narrator
image=wesnoth-icon.png
message="Today, 0..0 = $zero, −1..−1 = $minus_one, 1..1 = $one and 0..1 = $bool.
Also, 0..9 = $below_ten, one,two,three = $ascii and the bonus answer is $mixed."
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x,y,canrecruit,side=10,5,yes,1
[/filter]
[message]
speaker=unit
message="What am I supposed to be doing again?"
[/message]
[show_objectives]
side=1
[/show_objectives]
[/event]
[event]
name=start
[get_global_variable]
side=global
namespace="demo.sub.name.space"
from_global=saved_unit
to_local=store
[/get_global_variable]
[if]
[not]
[variable]
name=store.x
equals=$empty
[/variable]
[/not]
[then]
[set_variable]
name=store.moves
value=$store.max_moves
[/set_variable]
[set_variable]
name=store.hitpoints
value=$store.max_hitpoints
[/set_variable]
[unstore_unit]
variable=store
find_vacant=no
[/unstore_unit]
[message]
speaker=narrator
message="Unit recalled from storage."
[/message]
[/then]
[/if]
[get_global_variable]
side=global
namespace="demo.sub.name"
from_global=savings
to_local=estate
[/get_global_variable]
[if]
[not]
[variable]
name=estate
equals=$empty
[/variable]
[/not]
[then]
[store_gold]
side=1
variable=cur
[/store_gold]
[set_variable]
name=blah
value=$estate
sub=$cur
[/set_variable]
[if]
[variable]
name=blah
greater_than=0
[/variable]
[then]
[gold]
amount=$blah
side=1
[/gold]
[/then]
[/if]
[/then]
[/if]
[get_global_variable]
side=global
namespace=demo.sub
from_global=greeting
to_local=greeting
[/get_global_variable]
[objectives]
[objective]
condition=win
description= "Defeat the enemy leader (he’s at 29,16!)"
[show_if]
[have_unit]
x,y,canrecruit,side=29,16,yes,2
[/have_unit]
[/show_if]
[/objective]
[objective]
condition=win
description= "Defeat the enemy leader (he’s at 28,18!)"
[show_if]
[have_unit]
x,y,canrecruit,side=28,18,yes,2
[/have_unit]
[/show_if]
[/objective]
[objective]
condition=win
description= "Defeat the enemy leader (I have no clue where he is)"
[show_if]
[not]
[have_unit]
canrecruit,side=yes,2
[and]
x,y=29,16
[or]
x,y=28,18
[/or]
[/and]
[/have_unit]
[/not]
[/show_if]
[/objective]
[objective]
condition=lose
description=$greeting
[show_if]
[not]
[variable]
name=greeting
equals=$empty
[/variable]
[/not]
[/show_if]
[/objective]
[/objectives]
[get_global_variable]
namespace=demo
side=global
from_global=villages
to_local=territory
[/get_global_variable]
[if]
[not]
[variable]
name=territory[0].x
equals=$empty
[/variable]
[/not]
[then]
{FOREACH territory i}
[capture_village]
side=$territory[$i].owner_side
x,y=$territory[$i].x,$territory[$i].y
[/capture_village]
{NEXT i}
[/then]
[/if]
{CLEAR_VARIABLE store}
{CLEAR_VARIABLE estate}
{CLEAR_VARIABLE greeting}
{CLEAR_VARIABLE territory}
[clear_global_variable]
namespace=demo.sub.name.space
side=global
global=saved_unit
immediate=yes
[/clear_global_variable]
[clear_global_variable]
namespace=demo.sub.name
side=global
global=savings
[/clear_global_variable]
[clear_global_variable]
namespace=demo.sub
side=global
global=greeting
[/clear_global_variable]
[clear_global_variable]
namespace=demo
side=global
global=villages
[/clear_global_variable]
[/event]
[label]
x,y=7,5
text="Memory phone"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=7
y=5
side=1
[/filter]
[get_global_variable]
side=global
namespace="demo.sub"
from_global=greeting
to_local=greeting
[/get_global_variable]
[if]
[not]
[variable]
name=greeting
equals=$empty
[/variable]
[/not]
[then]
[message]
speaker=narrator
message=$greeting
[/message]
[message]
speaker=narrator
message=Is this greeting really okay?
[option]
message="Yes"
[/option]
[option]
message="No"
[command]
[message]
speaker=narrator
message=How would you like to be greeted?
[text_input]
variable=greeting
[/text_input]
[/message]
[if]
[not]
[variable]
name=greeting
equals=$empty
[/variable]
[/not]
[then]
[message]
speaker=narrator
message="Excellent! ""$greeting|"" will appear as your failure condition next time you play this scenario."
[/message]
[/then]
[/if]
[/command]
[/option]
[/message]
[/then]
[else]
[message]
speaker=narrator
message=How would you like to be greeted?
[text_input]
variable=greeting
[/text_input]
[/message]
[if]
[not]
[variable]
name=greeting
equals=$empty
[/variable]
[/not]
[then]
[message]
speaker=narrator
message=Excellent! $greeting will appear as your failure condition next time you play this scenario.
[/message]
[/then]
[/if]
[/else]
[/if]
[set_global_variable]
side=global
namespace="demo.sub"
from_local=greeting
to_global=greeting
immediate=yes
[/set_global_variable]
[/event]
[label]
x,y=9,5
text="Temporal Clone"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=9
y=5
side=1
[/filter]
[store_unit]
[filter]
x=9
y=5
side=1
[/filter]
variable=store
kill=no
mode=replace
[/store_unit]
[set_global_variable]
side=global
namespace="demo.sub.name.space"
from_local=store
to_global=saved_unit
immediate=yes
[/set_global_variable]
[unstore_unit]
variable=store
find_vacant=no
advance=false
[/unstore_unit]
{CLEAR_VARIABLE store}
[message]
speaker=unit
message="I have been saved and will appear here the next time this scenario is started."
[/message]
[/event]
[label]
x,y=10,6
text="Bank Teller"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=10
y=6
side=1
[/filter]
[store_gold]
side=1
variable=account
[/store_gold]
[set_global_variable]
side=global
namespace="demo.sub.name"
from_local=account
to_global=savings
immediate=yes
[/set_global_variable]
{CLEAR_VARIABLE account}
[message]
speaker=unit
message="I have deposited our assets into our savings account. We will have access to them on future playthroughs of this scenario."
[/message]
[/event]
[event]
name=capture
first_time_only=no
[filter]
side=1
[/filter]
[store_villages]
owner_side=1
variable=empire
[/store_villages]
[set_global_variable]
namespace=demo
side=global
from_local=empire
to_global=villages
immediate=yes
[/set_global_variable]
{CLEAR_VARIABLE empire}
[/event]
[event]
name=moveto
[filter]
x=11
y=6
side=1
[not]
id=Baldras
[/not]
[/filter]
[message]
speaker=narrator
message= "You can come if you wish, but the leader is only interested in speaking to Baldras."
image=wesnoth-icon.png
[/message]
[/event]
[event]
name=moveto
[filter]
x,y,side=17,7,1
[/filter]
[modify_side]
side=2
gold=1000
income=100
recruit=Orcish Assassin,Orcish Warrior,Orcish Crossbowman,Wolf Rider,Orcish Archer
[ai]
time_of_day=morning,afternoon
aggression=1.0
caution=0.0
recruitment_pattern=fighter,fighter,fighter,fighter
{NO_SCOUTS}
[/ai]
[ai]
time_of_day=dawn,dusk
aggression=1.0
caution=0.0
recruitment_pattern=archer,archer,archer,archer
{NO_SCOUTS}
[/ai]
[ai]
time_of_day=first_watch,second_watch,underground
aggression=1.0
caution=0.0
recruitment_pattern=scout,scout,scout,scout
{NO_SCOUTS}
[/ai]
[/modify_side]
{REMOVE_LABEL $x1 $y1}
[message]
speaker=narrator
image=wesnoth-icon.png
message="Now the orcs will fight until death; nothing shall stop their bloodthirsty warriors!"
[/message]
[modify_turns]
current=5
[/modify_turns]
[redraw]
[/redraw]
[delay]
time=400
[/delay]
[move_units_fake]
[fake_unit]
type="Orcish Slurbow"
side=2
x=24,19
y=6,7
skip_steps=2
[/fake_unit]
[fake_unit]
type="Orcish Grunt"
side=2
x=26,20
y=5,6
skip_steps=1
[/fake_unit]
[fake_unit]
type="Orcish Grunt"
side=2
x=27,20
y=11,7
skip_steps=0
[/fake_unit]
[/move_units_fake]
[unit]
type="Orcish Slurbow"
side=2
x,y=19,7
facing=sw
[/unit]
[unit]
type="Orcish Grunt"
side=2
x,y=20,6
facing=sw
[/unit]
[unit]
type="Orcish Grunt"
side=2
x,y=20,7
facing=sw
[/unit]
[/event]
[label]
x,y=14,12
text="Health insurance"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x,y=14,12
[/filter]
{LOG "$unit.name (id $unit.id|) requested health insurance!"}
{FULL_HEAL (x,y=$x1|,$y1)}
[object]
id=brief_health
silent=yes
duration=turn
[filter]
x,y=14,12
[/filter]
[effect]
apply_to=hitpoints
increase_total=50%
[/effect]
[/object]
[/event]
[label]
x,y=17,7
text="Open the hell"
[/label]
[label]
x,y=19,9
text="dialog"
[/label]
[label]
x,y=18,4
text="Gamestate Inspector"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=18,4,1
[/filter]
[inspect]
name="moveto(18,4)"
[/inspect]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=19,9,1
[/filter]
[message]
speaker=unit
message="Hello world"
[/message]
[/event]
[label]
x,y=20,9
text="parrot"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=20,9,1
[/filter]
[message]
speaker=unit
message="Who’s the parrot"
[text_input]
text="test"
variable="parrot"
[/text_input]
[/message]
[message]
speaker=unit
message="Set the parrot settings."
[text_input]
label="Parrot message"
variable="text"
[/text_input]
[option]
message="Parrot is in denial"
[command]
[message]
speaker=$parrot
message="Why are you looking at me, I’m no parrot!!!"
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
message="A short time passes..."
[/message]
[/command]
[/option]
[option]
message="Parrot accepted its fate"
[/option]
[/message]
[message]
speaker=$parrot
message=$text
[/message]
[/event]
[label]
x,y=18,8
text="drink"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=18,8,1
[/filter]
[message]
speaker=unit
message="Pick your drink"
[option]
message="Soda"
[/option]
[option]
message="Water"
[command]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Water is nice"
[/message]
[/command]
[/option]
[/message]
[/event]
[label]
x,y=18,10
text="poison"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=18,10,1
[/filter]
#wmlindent: start ignoring
[lua]
# Uses the special syntax as described at
# http://www.wesnoth.org/wiki/DescriptionWML
# The ; doesn't seem to work in the old gui so no need to port it.
#
# On 800x480 a scrollbar should appear.
code = <<
local ec = wesnoth.current.event_context
wesnoth.message(string.format("Unit moved from %d,%d to %d,%d", ec.x2, ec.y2, ec.x1, ec.y1))
local helper = wesnoth.require "lua/helper.lua"
local result = helper.get_user_choice(
{ speaker = "unit", message = "Pick your poison" },
{ "&items/potion-red.png=Something red=Take a sip and enjoy",
"*&items/potion-blue.png=Nice blue=Surely you’ll like that one",
"&items/potion-yellow.png=<span color='yellow'>Oh noes yellow</span>=Oh I’m sure you’ll love that one",
"&scenery/well.png=A nice well=Grab a bucket and fetch some water",
"&items/holy-water.png=Oh nice bottle=Feel the divinity",
-- Should have an empty first column and a second column on two lines.
"=Well a nice and black drink.\nToo dark too see?=Take a sip and pass the bottle along" })
wesnoth.message(string.format("User selected choice %d.", result))
>>
[/lua]
#wmlindent: stop ignoring
[/event]
[label]
x,y=17,9
text="Manual"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y,side=17,9,1
[/filter]
#wmlindent: start ignoring
[message]
speaker=unit
message="Battle for Wesnoth User’s Manual
================================
Preface
-------
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.
Build up a great army, gradually training raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Wesnoth has many different sagas waiting to be played out. You can battle orcs, undead, and bandits on the marches of the Kingdom of Wesnoth; fight alongside dragons in the lofty peaks, elves in the green reaches of the Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay of Pearls. You can fight to regain the throne of Wesnoth, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands.
You will be able to select from among over two hundred unit types (infantry, cavalry, archers, and mages are just the beginning) and fight actions ranging from small-unit ambushes to clashes of vast armies. You can also challenge your friends – or strangers – and fight in epic multi-player fantasy battles.
Battle for Wesnoth is open-source software, and a thriving community of volunteers cooperates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth’s official releases.
Getting Started
---------------
The World
~~~~~~~~~
The known portion of the Great Continent, on which Wesnoth abides, is generally divided into three areas: the Northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves in the Aethenwood and beyond.
The Kingdom of Wesnoth lies in the center of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.
The Northlands is the wild country north of the Great River. Various groups of orcs, dwarves, barbarians and elves populate the region. To the north and east lies the forest of Lintanir, where the great kingdom of the North-Elves keeps to its own mysterious affairs.
Over the land are scattered villages where you can heal your troops and gather the income required to support your army. You will also have to cross mountains and rivers, push through forests, hills and tundra, and cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain.
The Creatures
^^^^^^^^^^^^^
In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, mermen, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons. Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers mermen and nagas dominate.
For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society — loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario."
[/message]
#wmlindent: stop ignoring
[/event]
{PLACE_IMAGE items/book1.png 2 2}
{PLACE_IMAGE items/book2.png 3 2}
{PLACE_IMAGE items/book3.png 4 2}
{PLACE_IMAGE items/book4.png 5 2}
{PLACE_IMAGE items/flower1.png 2 3}
{PLACE_IMAGE items/flower2.png 3 3}
{PLACE_IMAGE items/flower3.png 4 3}
{PLACE_IMAGE items/flower4.png 5 3}
{PLACE_IMAGE scenery/rock1.png 2 4}
{PLACE_IMAGE scenery/rock2.png 3 4}
{PLACE_IMAGE scenery/rock3.png 4 4}
{PLACE_IMAGE scenery/rock4.png 5 4}
{PLACE_IMAGE items/dragonstatue.png 2 5}
{PLACE_IMAGE items/ornate1.png 3 5}
{PLACE_IMAGE items/ornate2.png 4 5}
{PLACE_IMAGE items/barrel.png 5 5}
{PLACE_IMAGE scenery/monolith1.png 2 6}
{PLACE_IMAGE scenery/monolith2.png 3 6}
{PLACE_IMAGE scenery/monolith3.png 4 6}
{PLACE_IMAGE scenery/monolith4.png 5 6}
{PLACE_IMAGE scenery/well.png 2 7}
{PLACE_IMAGE scenery/leanto.png 3 7}
{PLACE_IMAGE items/ball-green.png 4 7}
{PLACE_IMAGE items/ball-blue.png 5 7}
{PLACE_IMAGE items/box.png 2 8}
{PLACE_IMAGE scenery/well.png 10 5}
{OBJ_RING_REGENERATION 10 4 OBJ1}
{OBJ_RING_REGENERATION 10 40 OBJ1}
{OBJ_RING_SLOW 11 4 OBJ2}
{OBJ_POTION_HEALING 12 4 OBJ3}
{OBJ_POTION_POISON 13 5 OBJ4}
{OBJ_POTION_HOLY 14 4 OBJ5}
{OBJ_POTION_STRONG 15 4 OBJ6}
{OBJ_POTION_DECAY 11 5 OBJ7}
{OBJ_TRIDENT_STORM 12 5 OBJ8}
#{OBJ_SWORD_FIRE 13 5 OBJ9}
#{OBJ_SCEPTRE_FIRE 14 5 OBJ10}
[event]
name=moveto
[filter]
side=1
[/filter]
[modify_side]
side=1
#wmlindent: start ignoring
shroud_data="|111111111111
|1111111111111
|1111111111111
|11111111111111
|11111111111111
|001111111111111
|111111111111111
|1111111111111111
|111111111111111
|1111111111111111
|1111111111111111
|11111111111111111
|11111111111111111
|11111111111111111
|1111111111111111
|1111111111111111
|111111111111111
|111111111111111
|11111111111111
|11111111111111
|1111111111111
|
|
|
|
|
|
|
|
|
|
|
|00000000000001111111
|000000000000011111111
|00000000000001111111
|000000000000000111111
|00000000000000011111
"
#wmlindent: stop ignoring
[/modify_side]
[/event]
[item]
x,y=8,16
image="units/merfolk/warrior.png~BLIT(items/cage.png)"
[/item]
[label]
x,y=8,16
text="Local ToD item test"
[/label]
[item]
x,y=9,1
# This doesn't work, image doesn't do animation
#image="scenery/fire1.png~CS(0,0,50):150,scenery/fire2.png~CS(0,0,50):150,scenery/fire3.png~CS(0,0,50):150,scenery/fire4.png~CS(0,0,50):150,scenery/fire5.png~CS(0,0,50):150,scenery/fire6.png~CS(0,0,50):150,scenery/fire7.png~CS(0,0,50):150,scenery/fire8.png~CS(0,0,50):150"
image="scenery/fire1.png~CS(0,0,50)"
[/item]
[item]
x,y=11,1
halo="scenery/fire1.png~CS(0,0,50):150,scenery/fire2.png~CS(0,0,50):150,scenery/fire3.png~CS(0,0,50):150,scenery/fire4.png~CS(0,0,50):150,scenery/fire5.png~CS(0,0,50):150,scenery/fire6.png~CS(0,0,50):150,scenery/fire7.png~CS(0,0,50):150,scenery/fire8.png~CS(0,0,50):150"
[/item]
[item]
x,y=8,8
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,8
text="Northerners unleashed!"
[/label]
[item]
x,y=10,10
halo="scenery/fire1.png:150,scenery/fire2.png:150,scenery/fire3.png:150,scenery/fire4.png:150,scenery/fire5.png:150,scenery/fire6.png:150,scenery/fire7.png:150,scenery/fire8.png:150"
[/item]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=8
[/filter]
[terrain]
x=28,30,29
y=15,15,17
terrain=Ch
[/terrain]
{VARIABLE_OP xx1 rand 10..20}
{VARIABLE_OP yy1 rand 10..17}
[unit]
side=2
x,y="$xx1","$yy1"
type="Orcish Warlord"
id="Bozo"
generate_name=yes
[/unit]
[message]
speaker="Bozo"
message="Mwahahahahah! I appeared at $xx1, $yy1!"
[/message]
[/event]
[item]
x,y=4,4
image="items/orcish-flag.png"
[/item]
[label]
x,y=10,9
text="Let’s fight"
tooltip="Trigger attack animation."
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=10
y=9
side=1
[/filter]
# Check than [delay] does not cause [animate_unit] to skip the animation.
[delay]
time=400
[/delay]
[animate_unit]
flag=attack
hits=hit
[primary_attack]
[/primary_attack]
[/animate_unit]
[/event]
[label]
x,y=4,4
text="Open, Sesame!"
[/label]
[label]
x,y=5,8
text="Let there be fog!"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=5
y=8
side=1
[/filter]
[store_side]
side=1
variable=side1_store
[/store_side]
[if]
[variable]
name=side1_store.fog
equals="no"
[/variable]
[then]
[modify_side]
side=1
fog=yes
[/modify_side]
[redraw][/redraw]
[label]
x,y=5,8
text="Torches, attack!"
[/label]
[/then]
[else]
[modify_side]
side=1
fog=no
[/modify_side]
[redraw][/redraw]
[label]
x,y=5,8
text="Let there be fog!"
[/label]
[/else]
[/if]
{CLEAR_VARIABLE side1_store}
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=4
y=4
[/filter]
[terrain]
x=1,2
y=2,2
terrain=Re
[/terrain]
[label]
x,y=2,2
text="Math test"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x,y=2,2
[/filter]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Enter a number."
[text_input]
variable=number
text=0
[/text_input]
[/message]
[message]
speaker=narrator
message="What should we do with the number $number|?"
[option]
message="Round it"
[command]
[message]
speaker=narrator
image=wesnoth-icon.png
message="How should we round $number|?
`(any integer)
`ceil
`floor"
[text_input]
variable=round
[/text_input]
[/message]
{VARIABLE rounded $number}
[set_variable]
name=rounded
round=$round
[/set_variable]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Rounding $number| to $round| results in $rounded|."
[/message]
[/command]
[/option]
[option]
message="Add something"
[command]
[message]
speaker=narrator
[text_input]
label="Amount to add"
variable=amount
[/text_input]
[/message]
{VARIABLE total $number}
[set_variable]
name=total
add=$amount
[/set_variable]
[message]
speaker=narrator
message="Adding $amount| to $number| results in $total|."
[/message]
[/command]
[/option]
[option]
message="Multiply"
[command]
[message]
speaker=narrator
[text_input]
label="Amount to multiply"
variable=amount
[/text_input]
[/message]
{VARIABLE total $number}
[set_variable]
name=total
multiply=$amount
[/set_variable]
[message]
speaker=narrator
message="$number| * $amount| = $total|."
[/message]
[/command]
[/option]
[option]
message="Divide by something"
[command]
[message]
speaker=narrator
[text_input]
label="Divisor"
variable=divisor
[/text_input]
[/message]
{VARIABLE total $number}
[set_variable]
name=total
divide=$divisor
[/set_variable]
[message]
speaker=narrator
message="Dividing $number| by $divisor| results in $total|."
[/message]
[/command]
[/option]
[option]
message="Modulo"
[command]
[message]
speaker=narrator
[text_input]
label="Modulo"
variable=modulo
[/text_input]
[/message]
{VARIABLE total $number}
[set_variable]
name=total
modulo=$modulo
[/set_variable]
[message]
speaker=narrator
message="$number| % $modulo| = $total|."
[/message]
[/command]
[/option]
[option]
message="ints&floats"
[command]
[set_variable]
name=int
ipart=$number
[/set_variable]
{VARIABLE_OP float fpart $number}
[message]
speaker=narrator
message="$number| = $int| + $float|"
[/message]
[/command]
[/option]
[/message]
[/event]
[label]
x,y=1,2
text="Crash test"
[/label]
[event]
name=moveto
[filter]
x,y=1,2
[/filter]
{VARIABLE_OP unset0 round 0}
{VARIABLE_OP unset1 multiply 5}
{VARIABLE_OP unset2 add 3}
{VARIABLE_OP unset3 fpart unset4}
{VARIABLE_OP unset5 value 3}
{VARIABLE_OP unset6 string_length unset7}
{VARIABLE new_var "$($unset_var1+$unset_var2)"}
{VARIABLE new_var "$($unset_var1/$unset_var2)"}
{VARIABLE new_var "$($unset_var1*$unset_var2)"}
[/event]
[/event]
{PLACE_IMAGE "units/human-outlaws/poacher.png~TC(2,magenta)" 20 14}
{PLACE_IMAGE items/cage.png 20 14}
[item]
x,y=8,5
image="items/orcish-flag.png"
[/item]
[label]
x,y=8,5
text="Reveal the Way"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=8
y=5
[/filter]
[remove_shroud]
side=1
x="0-38"
y="0-20"
[/remove_shroud]
[/event]
[item]
x,y=12,6
image="terrain/color-hex.png~RC(red>purple)~RC(blue>black)"
[/item]
[label]
x,y=12,6
text="change coloring"
[/label]
[color_range]
id=blonde
rgb=255,255,0,255,255,128,0,0,0
[/color_range]
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Thief"
[/filter]
{RANDOM "RC(thief>red)","RC(thief>green)","RC(thief>blue)","RC(thief>blonde)","RC(thief>mauve_troll)","NOP()"}
[object]
silent=yes
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
[/event]
[color_range]
id=mauve_troll
rgb=ED6F9B,C63567,380113
[/color_range]
[color_range]
id=aqua_troll
rgb=7AA09A,3B765F,002121
[/color_range]
[color_range]
id=green_troll
rgb=869280,466546,001715
[/color_range]
[color_range]
id=grey_troll
rgb=7E808B,3E5451,00101A
[/color_range]
[color_palette]
troll_skin=A8A8A8,747F73,616153,374336,172830,9A9A9A,999999,596F60,596E5F,4E4F3F,4E5040,4D4F3F,1E3325,1F3325,001B22,001A21
[/color_palette]
[event]
name=prerecruit
first_time_only=no
[filter]
type="Troll Whelp"
[/filter]
[fire_event]
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
name=apply_troll_skin
[/fire_event]
[/event]
[event]
name=apply_troll_skin
first_time_only=no
{RANDOM "RC(troll_skin>mauve_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>green_troll)","RC(troll_skin>grey_troll)","NOP()"}
[object]
silent=yes
[filter]
x=$x1
y=$y1
[/filter]
[effect]
apply_to=image_mod
replace=$random
[/effect]
[/object]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
type="Thief"
[/filter]
[object]
id=bleach
name= "Potion of bleach"
image=items/potion-red.png
duration=scenario
description="Oooh tingly!!!"
[effect]
apply_to=image_mod
add="RC(thief>blonde)"
[color_palette]
thief=133,167,202,73,102,151,215,240,240,185,206,228,41,61,95,97,124,171
[/color_palette]
[/effect]
[/object]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=12
y=6
[not]
type="Thief"
[/not]
[/filter]
[message]
speaker=narrator
image=portraits/elves/captain.png
message="Send me a thief to spy on the blondes"
[/message]
[/event]
[item]
x,y=8,7
image="items/chest-plain-closed.png"
[/item]
[label]
x,y=8,7
text="BOOM!"
[/label]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=8,7
[/filter]
[terrain]
x="7,9"
y="7,7"
terrain="Gg"
[/terrain]
[/event]
[item]
x,y=9,3
image="items/gohere.png"
[/item]
[label]
x,y=9,3
text="Win"
[/label]
[label]
x,y=7,3
text="Timeshift"
[/label]
[label]
x,y=14,9
text="The silly dance"
[/label]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=14,9
[/filter]
[animate_unit]
[/animate_unit]
[allow_undo]
[/allow_undo]
[/event]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=9,3
[/filter]
{VARIABLE endlevel_test.result "victory"}
{VARIABLE endlevel_test.bonus "yes"}
[insert_tag]
name=endlevel
variable=endlevel_test
[/insert_tag]
[/event]
[event]
name="moveto"
first_time_only=no
[filter]
x,y=7,3
[/filter]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Message 1 of 2: prepare for timeshift"
[/message]
[end_turn]
[/end_turn]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Message 2 of 2: timeshift imminent"
[/message]
[/event]
[event]
name=start
[unit]
side=1
x,y="recall","recall"
type=Lich
[/unit]
[unit]
side=1
x,y="recall","recall"
type=Arch Mage
[/unit]
[unit]
side=1
x,y="recall","recall"
type=Ancient Wose
[/unit]
[unit]
side=1
x,y="recall","recall"
type=Fire Dragon
[/unit]
[lua]
code=<<
wesnoth.put_recall_unit { type = "Elvish Lady" }
local u = wesnoth.get_recall_units()[2]
local l = wesnoth.get_units { side = 1, canrecruit = true }[1]
local x, y = wesnoth.find_vacant_tile(l.x, l.y, u)
u.side = 3
wesnoth.put_unit(u, x, y)
local ul = wesnoth.get_recall_units()
local t = {}
for i,u in ipairs(ul) do table.insert(t, u.type) end
wesnoth.message(string.format("Recall list: %s", table.concat(t, ',')))
>>
[/lua]
[/event]
[label]
x,y=15,15
text="This is not a forest"
[/label]
[label]
x,y=4,10
text="This label is not immutable"
immutable="no"
[/label]
[label]
x,y = 25,6
text = "Let it snow"
[/label]
[event]
# When moving to the specified coordinates,
# the area will be transformed to a snow landscape,
# but the water area should remain as is.
name="moveto"
first_time_only=yes
[filter]
x,y=25,6
[/filter]
[terrain_mask]
x,y=20,1
border=no
#wmlindent: start ignoring
mask="
_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
_s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s
_s, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, _s
Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa
Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa
_s, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, _s
_s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s
_s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s
_s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s
"
#wmlindent: stop ignoring
[rule]
old=Gg^Vh
new=Aa
terrain=Aa^Vha
[/rule]
[rule]
old=Gs^Fp
new=Aa
terrain=Aa^Fpa
[/rule]
[rule]
old=Hh
new=Aa
terrain=Hh
[/rule]
[rule]
old=Gg, Re, Gg^Efm
new=Aa
# Don't specify terrain and it just uses the new terrain
[/rule]
# default: Will match everything, since 'old' and 'new' aren't specified.
# Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]
[/event]
[label]
x,y = 9,13
text = "Plant palms"
[/label]
[event]
# Replace all trees with tropic forest but leave the base terrain intact
name="moveto"
first_time_only=yes
[filter]
x,y=9,13
[/filter]
[terrain_mask]
x,y=8,11
border=no
#wmlindent: start ignoring
mask="
^Ft, ^Ft, ^Ft, ^Ft
^Ft, ^Ft, ^Ft, ^Ft
^Ft, ^Ft, ^Ft, ^Ft
^Ft, ^Ft, ^Ft, ^Ft
"
#wmlindent: stop ignoring
[rule]
old=*^F*
layer=overlay
[/rule]
# default: Will match everything, since 'old' and 'new' aren't specified.
# Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]
[terrain]
x=12
y=12
terrain=Aa^Ft
layer=overlay
[/terrain]
[/event]
[label]
x,y = 10,13
text = "Flood"
[/label]
[event]
# replace the base terrain while leaving the overlay intact
name="moveto"
first_time_only=yes
[filter]
x,y=10,13
[/filter]
[terrain_mask]
x,y=8,11
border=no
#wmlindent: start ignoring
mask="
Ww, Ww, Ww, Ww
Ww, Ww, Ww, Ww
Ww, Ww, Ww, Ww
Ww, Ww, Ww, Ww
"
#wmlindent: stop ignoring
[rule]
old=*^Ve*
layer=base
[/rule]
[rule]
layer=base
replace_if_failed=true # if just replacing the base failed, replace the whole terrain
# this will make the human village disappear.
[/rule]
# default: Will match everything, since 'old' and 'new' aren't specified.
# Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]
[terrain]
x=12
y=12
terrain=Ds
layer=base
[/terrain]
[label]
x,y = 11,14
text = "Sunken"
[/label]
[label]
x,y = 10,14
text = "Still there"
[/label]
[/event]
[event]
name=moveto
[filter]
[filter_location]
area="test_area"
[/filter_location]
[/filter]
[message]
speaker=unit
message="You entered a different time Zone"
[/message]
[/event]
[event]
name=start
[set_menu_item]
id=test0
description="Perform Calculation"
[filter_location]
[filter]
has_weapon=missile
[/filter]
[/filter_location]
[command]
[message]
speaker=unit
message="I will prepare the incantation; what dost thou desire to know?"
[text_input]
label="Formula="
variable="formula"
[/text_input]
[/message]
[message]
speaker=narrator
#wmlindent: start ignoring
message="Formula:
<span color='green'> $formula</span>
Result:
<span color='red'> $(debug_print( 'Result: ', ($formula) ))</span>
"
#wmlindent: stop ignoring
[/message]
[/command]
[/set_menu_item]
[set_menu_item]
id=test1
description="Summon Troll"
[show_if]
[not]
[have_unit]
x,y=$x1,$y1
[/have_unit]
[/not]
[/show_if]
[filter_location]
[/filter_location]
[command]
{NAMED_LOYAL_UNIT $side_number (Troll) $x1 $y1 (MagicTroll) ("Magic Troll")}
[fire_event]
name=apply_troll_skin
[primary_unit]
x=$x1
y=$y1
[/primary_unit]
[/fire_event]
[sound]
name=magic-holy-miss-3.ogg
[/sound]
[/command]
[/set_menu_item]
[set_menu_item]
id=test2
image="buttons/WML-custom.png~BLEND(255,127,0,1.0)"
description="Dismiss Troll"
[show_if]
[have_unit]
x,y=$x1,$y1
type=Troll
side=$side_number
[/have_unit]
[/show_if]
[command]
[kill]
x,y=$x1,$y1
animate=yes
[/kill]
[/command]
[/set_menu_item]
[set_menu_item]
id=terraform
image="buttons/WML-custom.png~BLEND(0,255,127,1.0)"
description="Identify terrain"
[filter_location]
x=4-12
y=11-14
[/filter_location]
[command]
[store_locations]
x,y=$x1,$y1
variable=location
[/store_locations]
[switch]
variable=location.terrain
[case]
value=Gg,Gt,Gs
{VARIABLE type grass}
[/case]
[case]
value=Gg^Fet,Gs^Ft,Gs^Fpa,Ds^Fp,Re^Fp,Gg^Fp
{VARIABLE type forest}
[/case]
[case]
value=Ss^Vm,Gg^Vh,Gg^Ve
{VARIABLE type village}
[/case]
[else]
{VARIABLE type other}
[/else]
[/switch]
[message]
speaker=narrator
image=wesnoth-icon.png
message="The current terrain is of type $type"
[/message]
{CLEAR_VARIABLE location,type}
[/command]
[/set_menu_item]
[/event]
[label]
x,y=10,10
text="Keep out!!!"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=10, 10
[/filter]
[deprecated_message]
message="Moving to this location is no longer supported... bye bye"
[/deprecated_message]
[kill]
x,y=10,10
animate=yes
[/kill]
[/event]
[label]
x,y=7,10
text="Earn 100 XP!"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=7
y=10
[/filter]
{VARIABLE_OP unit.experience add 100}
[unstore_unit]
variable=unit
text="100 XP"
red,green,blue=200,200,50
[/unstore_unit]
[/event]
[label]
x,y=7,11
text="test anim"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=7
y=11
[/filter]
[object]
[effect]
apply_to=new_attack
name=ruby of fire
description="ruby of fire"
icon=attacks/fireball.png
type=fire
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=4
[/effect]
[effect]
apply_to=new_animation
[standing_anim]
alpha=0.0~1.0
[frame]
begin=-2000
end=0
[/frame]
[/standing_anim]
[/effect]
[/object]
[/event]
[label]
x,y=5,5
text="promotions"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x=5
y=5
[/filter]
{ADVANCE_UNIT x,y=5,5 (Grand Marshal,Yeti,Fire Dragon) }
[/event]
[label]
x,y=5,6
text="role test"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=5,6
[/filter]
[role]
x,y=5,6
role=talking_guy
[/role]
[message]
role=talking_guy
message="I have the role!"
[/message]
[/event]
[label]
x,y=32,3
text="forfeit"
[/label]
[event]
name=moveto
[filter]
x,y=32,3
[/filter]
[event]
name=new turn
first_time_only=no
[end_turn]
[/end_turn]
[/event]
[message]
side=2
message="No more turns for you!"
[/message]
[end_turn]
[/end_turn]
[/event]
[label]
x,y=10,2
text="map change"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=10,2
[/filter]
[message]
side=2
message="Suddenly, Elves Besieged!"
[/message]
[replace_map]
map="{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}"
shrink=yes
expand=yes
[/replace_map]
[/event]
[label]
x,y=10,3
text="map change2"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=10,3
[/filter]
[message]
side=2
message="Suddenly, Blackwater Port!"
[/message]
[replace_map]
map="{campaigns/Heir_To_The_Throne/maps/02_Blackwater_Port.map}"
shrink=yes
expand=yes
[/replace_map]
[/event]
[label]
x,y=9,2
text="map change3"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=9,2
[/filter]
[message]
side=2
message="Suddenly, Caves!!"
[/message]
[replace_map]
map="{campaigns/Heir_To_The_Throne/maps/15_The_Lost_General.map}"
shrink=yes
expand=yes
[/replace_map]
[replace_schedule]
{UNDERGROUND}
{DEEP_UNDERGROUND}
[/replace_schedule]
[/event]
[label]
x,y=23,10
text="livingness"
tooltip="<b>Tooltip for the livingness label</b>
Moving to this hex will show you:
<span color='red'><b>not_living</b> Subsums every of the following:</span>
<span color='yellow'><b>unpoisonable</b> - Some more text here.</span>
<span color='brown'><b>undrainable</b></span> - You see that markup works here.
<span color='green'><b>unplagueable</b> - And so on</span>"
[/label]
[event]
name=moveto
first_time_only=no
[filter]
x,y=23,10
[/filter]
[while]
[variable]
name="choice"
not_equals="done"
[/variable]
[do]
[store_unit]
variable="wml_unit"
[filter]
x=$x1,y=$y1
[/filter]
[/store_unit]
[message]
speaker=narrator
message="Unit statuses in WML:
not_living: $wml_unit.status.not_living
unpoisonable: $wml_unit.status.unpoisonable
undrainable: $wml_unit.status.undrainable
unplagueable: $wml_unit.status.unplagueable"
[/message]
[lua]
code=<<
local args = ...
local unit = wesnoth.get_unit(args.x1, args.y1)
local raw_msg = "Unit statuses in Lua:\n\nnot_living: %s\nunpoisonable: %s\nundrainable: %s\nunplagueable: %s"
local msg = string.format(raw_msg, unit.status.not_living, unit.status.unpoisonable, unit.status.undrainable, unit.status.unplagueable)
wesnoth.wml_actions.message({speaker = "narrator", message = msg})
wesnoth.wml_actions.message({speaker = "narrator", message = "Do you want to change any of that?",
{ "option", { message = "Flip not_living",
{ "command", {
{ "set_variable", { name = "choice", value = "not_living" } } } } } },
{ "option", { message = "Flip unpoisonable",
{ "command", {
{ "set_variable", { name = "choice", value = "unpoisonable" } } } } } },
{ "option", { message = "Flip undrainable",
{ "command", {
{ "set_variable", { name = "choice", value = "undrainable" } } } } } },
{ "option", { message = "Flip unplagueable",
{ "command", {
{ "set_variable", { name = "choice", value = "unplagueable" } } } } } },
{ "option", { message = "Nope",
{ "command", {
{ "set_variable", { name = "choice", value = "done" } } } } } }
})
local choice = wesnoth.get_variable("choice")
-- debug :unit will reapply musthave traits, breaking these modifications for undead
-- if you want something more permanent, give the unit an object
if choice == "not_living" then
unit.status.not_living = not unit.status.not_living
elseif choice == "unpoisonable" then
unit.status.unpoisonable = not unit.status.unpoisonable
elseif choice == "undrainable" then
unit.status.undrainable = not unit.status.undrainable
elseif choice == "unplagueable" then
unit.status.unplagueable = not unit.status.unplagueable
end
>>
[args]
x1=$x1
y1=$y1
[/args]
[/lua]
[/do]
[/while]
{CLEAR_VARIABLE choice}
{CLEAR_VARIABLE wml_unit}
[/event]
# Capture connected villages near 13,2 for team 2
[event]
name=prestart
[store_locations]
x,y=13,2
radius=2
[filter_radius]
terrain=*^V*
[/filter_radius]
variable=temp_villages_area
[/store_locations]
{FOREACH temp_villages_area i}
[capture_village]
side=2
x,y=$temp_villages_area[$i].x,$temp_villages_area[$i].y
[/capture_village]
{NEXT i}
# Then put goblins on the northernmost villages
[store_locations]
find_in=temp_villages_area
y=1
variable=temp_villages_area
[/store_locations]
[lua]
code = <<
local helper = wesnoth.require "lua/helper.lua"
for i, v in ipairs(helper.get_variable_proxy_array "temp_villages_area") do
wesnoth.put_unit({ type = "Goblin Spearman", side = 2 }, v.x, v.y)
end
wesnoth.set_variable "temp_villages_area"
>>
[/lua]
[/event]
[event]
name=prestart
[label]
x,y=2,11
text="Fogged oasis"
visible_in_fog=yes
[/label]
[/event]
[event]
name=prestart
[label]
x,y=2,14
text="Shrouded label"
visible_in_shroud=yes
[/label]
[/event]
#define DYNAMIC_EVENT_SETUP TYPE VAR
[set_variables]
name={VAR}
[literal]
name={TYPE}
[set_variable]
name={VAR}
add=1
[/set_variable]
[message]
id=statue
message="dynamic " + {TYPE} + " event ${VAR}|!"
[option]
message="Continue!"
[/option]
[option]
message="Stop annoying me..."
[command]
[set_variables]
name={VAR}
mode=replace
[value]
name=moveto
[filter]
side=1
[filter_location]
radius=1
[filter]
id=statue
[/filter]
[/filter_location]
[/filter]
[message]
id=statue
message="No more dynamic events! Sorry..."
[/message]
[/value]
[/set_variables]
{MODIFY_UNIT id=statue status.petrified true}
[/command]
[/option]
[/message]
[insert_tag]
name=event
variable={VAR}
[/insert_tag]
[/literal]
[/set_variables]
#enddef
[event]
name=prestart
[set_menu_item]
id=dynamic_ev
description="Start Dynamic Events!"
[filter_location]
[filter]
id=statue
[/filter]
[/filter_location]
[command]
{DYNAMIC_EVENT_SETUP "new turn" ev}
[insert_tag]
name=event
variable=ev
[/insert_tag]
[set_menu_item]
id=dynamic_ev
[show_if]
[not]
[/not]
[/show_if]
[/set_menu_item]
[unpetrify]
id=statue
[/unpetrify]
[/command]
[/set_menu_item]
#define SHOW_IMAGE_PATH_TEST FUNCTOR_AND_PARAMS
[set_variable]
name=functor
value={FUNCTOR_AND_PARAMS}
[/set_variable]
[scroll_to_unit]
check_fogged=yes
id=Urug-Telfar
[/scroll_to_unit]
[message]
speaker=narrator
image="units/orcs/warlord.png~RC(magenta>blue)~$functor"
message="I have been affected by the power of $functor|! To the Dark Gods with that wose-born creature!"
caption=Urug-Telfar
[/message]
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
[clear_variable]
name=functor
[/clear_variable]
#enddef
[set_menu_item]
id=imagepath_tests
description="Image tricks"
[filter_location]
[filter]
type=Elvish Shyde,Elvish Druid,Elvish Sorceress,Elvish Enchantress,Elvish Sylph,Elvish Shaman
[/filter]
[/filter_location]
[command]
[message]
speaker=unit
message="What glamour should I cast upon our foe?"
[option]
message="Flip around!"
[command]
{SHOW_IMAGE_PATH_TEST "FL(horiz,vert)"}
[/command]
[/option]
[option]
message="Scale up"
[command]
{SHOW_IMAGE_PATH_TEST "SCALE(200,200)"}
[/command]
[/option]
[option]
message="Scale down"
[command]
{SHOW_IMAGE_PATH_TEST "SCALE(40,40)"}
[/command]
[/option]
[option]
message="Blur 3"
[command]
{SHOW_IMAGE_PATH_TEST "BL(3)"}
[/command]
[/option]
[option]
message="More red!"
[command]
{SHOW_IMAGE_PATH_TEST "R(255)"}
[/command]
[/option]
[option]
message="More green!"
[command]
{SHOW_IMAGE_PATH_TEST "G(255)"}
[/command]
[/option]
[option]
message="More blue!"
[command]
{SHOW_IMAGE_PATH_TEST "B(255)"}
[/command]
[/option]
[option]
message="Black and white!"
[command]
{SHOW_IMAGE_PATH_TEST "GS()"}
[/command]
[/option]
[option]
message="Other team"
[command]
{VARIABLE_OP team rand 1..9}
{SHOW_IMAGE_PATH_TEST "TC($team,magenta)"}
{CLEAR_VARIABLE team}
[/command]
[/option]
[option]
message="And other team again"
[command]
{VARIABLE_OP rc rand 1..9}
{SHOW_IMAGE_PATH_TEST "RC(magenta>$rc)"}
{CLEAR_VARIABLE rc}
[/command]
[/option]
[option]
message="Psychedellic!"
[command]
{SHOW_IMAGE_PATH_TEST "CROP(10,10,50,50)~CS(255,-40,100)~O(50%)~BL(2)~SCALE(125,125)"}
[/command]
[/option]
[option]
message="Shrooms!"
[command]
# Shutz, this sounds like some obscure CPU architecture's data registers
{VARIABLE_OP rc rand 1..9}
{VARIABLE_OP cs.r rand 0..255}
{VARIABLE_OP cs.g rand 0..255}
{VARIABLE_OP cs.b rand 0..255}
{VARIABLE_OP op rand 25%,50%,75%,100%,125%,150%,175%,200%,225%,250%,275%,300%,500%}
{VARIABLE_OP bl rand 1..10}
{VARIABLE_OP sc.w rand 50..200}
{VARIABLE_OP sc.h rand 50..200}
{SHOW_IMAGE_PATH_TEST "RC(magenta>$rc|)~CS($cs.r|,$cs.g|,$cs.b|)~O($op)~BL($bl)~SCALE($sc.w|,$sc.h|)"}
{CLEAR_VARIABLE rc,cs,op,bl,sc}
[/command]
[/option]
[/message]
[/command]
[/set_menu_item]
#undef SHOW_IMAGE_PATH_TEST
[/event]
[event]
#at an attack end, remove the attack: bugs #12428 and #12990
name=attack end
first_time_only=no
[filter_attack]
range=ranged
[/filter_attack]
[filter_second]
side=2
canrecruit=yes
[/filter_second]
[object]
[filter]
x,y=$x1,$y1
[/filter]
description="You just lost the attack you used."
silent=yes
[effect]
apply_to=remove_attacks
range=ranged
[/effect]
[then]
[message]
canrecruit,side=yes,2
message="Cowards! Fight me in real combat!"
[/message]
[/then]
[/object]
[/event]
[event]
name=prestart
[unit]
type=Saurian Soothsayer
side,x,y=3,30,15
id=assert
name="Neutral healer guy"
[/unit]
[set_menu_item]
description = "Menu 1"
id = "Menu_1"
[show_if]
[have_unit]
x,y=$x1,$y1
side=$side_number
[not]
[filter_wml]
attacks_left=0
[/filter_wml]
[/not]
[/have_unit]
[/show_if]
[filter_location]
terrain=C*,C*^*,*^C*,K*,K*^*,*^K*
[/filter_location]
[command]
[message]
message = "Menu 1 (only clickable on own units on castle terrain)"
x,y = $x1,$y1
[/message]
[/command]
[/set_menu_item]
[set_menu_item]
description = "Menu 2"
id = "Menu_2"
use_hotkey = no
[show_if]
[have_unit]
x,y=$x1,$y1
side=$side_number
[/have_unit]
[/show_if]
[command]
[message]
message = "Menu 2 (use_hotkey = no, so I cannot assign hotkeys to it.)"
x,y = $x1,$y1
[/message]
[/command]
[/set_menu_item]
[set_menu_item]
description = "menu 3"
id = "menu_3"
[default_hotkey]
key="f6"
[/default_hotkey]
[command]
[message]
message = "menu 3: default hotkey is F6."
speaker = narrator
[/message]
[/command]
[/set_menu_item]
[set_menu_item]
description = "menu 4"
id = "menu 4"
use_hotkey = "only"
[command]
[message]
message = "menu 4, only acessible via hotkeys"
speaker = narrator
[/message]
[/command]
[/set_menu_item]
[/event]
[event]
name=start
[store_locations]
x=5-8
variable=x_locs
[/store_locations]
[store_locations]
x,y=5-8,0-99
variable=xy_locs
[/store_locations]
[set_variable]
name=x_len
value=$x_locs.length
[/set_variable]
[set_variable]
name=xy_len
value=$xy_locs.length
[/set_variable]
[if]
[variable]
name=x_len
numerical_not_equals=$xy_len
[/variable]
[then]
[message]
speaker=narrator
image=wesnoth-icon.png
message="Single-dimensional [store_locations] is broken, as $x_len does not equal $xy_len|. See bug #21488"
[/message]
[/then]
[/if]
{CLEAR_VARIABLE x_locs}
{CLEAR_VARIABLE xy_locs}
{CLEAR_VARIABLE x_len}
{CLEAR_VARIABLE xy_len}
[/event]
[/test]
[+units]
[unit_type]
id=Peasant_unhealable
[base_unit]
id=Peasant
[/base_unit]
image_icon="misc/key.png"
[/unit_type]
[/units]
[+language]
range_very_long= _ "very long"
type_electrical= _ "electrical"
[/language]
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